Time |
Nick |
Message |
00:10 |
est31 |
read rubenwardy's comment just now |
00:11 |
est31 |
just wanting to tell: joystick works great for me |
00:12 |
Sokomine |
est31: playing mt with a joystick? sounds intresting. wonder if it's better for the hand than the mouse is |
00:12 |
est31 |
not really |
00:12 |
est31 |
probably only for me though |
00:12 |
est31 |
as I'm not good with joysticks |
00:13 |
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00:13 |
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00:14 |
Sokomine |
might need some practice |
00:42 |
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00:45 |
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00:55 |
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01:06 |
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01:07 |
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01:09 |
sofar |
it's playable |
01:11 |
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01:11 |
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01:16 |
VanessaE |
sfan5: fwiw, the combine method did not work as a palette spec, however, I *am* allowed to specify an over-sized image for the palette, and it works exactly as I wanted. |
01:19 |
paramat |
sofar game#1582 can i merge this later? will merge games 1552 1574 in 1-2 hrs |
01:19 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1582 -- Lavacooling: Return to chance = 2 by paramat |
01:23 |
sofar |
paramat: sure, that's fine |
01:33 |
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02:07 |
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02:09 |
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02:20 |
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02:20 |
paramat |
ok thanks |
02:20 |
paramat |
corals appear in excessively large patches, need to tune .. |
02:41 |
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02:44 |
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02:59 |
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03:16 |
paramat |
ok tuned, will merge with the other PRs |
03:25 |
paramat |
game#1583 |
03:25 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1583 -- Corals: Smaller, less dense reefs by paramat |
03:25 |
paramat |
trivial |
03:25 |
paramat |
better acheives the kind of distribution we were looking for in the first place |
03:28 |
sofar |
the brown spots in the sandy stuff right? |
03:33 |
paramat |
yes red-brown |
03:34 |
sofar |
looks fine |
03:35 |
paramat |
ok, i find them ugly if too large and too dense |
03:35 |
paramat |
the new leafdecay is a pleasure to use, having all leaves decay briskly within 12s |
03:36 |
sofar |
and the spread over time is good too |
03:36 |
sofar |
there's no large amount of leaves that all decay at the same time |
03:37 |
paramat |
that's fine with me yes |
03:43 |
paramat |
will merge games 1552 1574 1582 1583 in a moment |
03:52 |
sofar |
:wq |
03:52 |
sofar |
ewps I saved irc |
03:54 |
paramat |
merging .. |
03:56 |
paramat |
.. complete |
04:00 |
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04:03 |
paramat |
adding a post to the forum .. |
05:14 |
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05:17 |
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05:19 |
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07:20 |
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08:10 |
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08:27 |
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08:27 |
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08:28 |
nerzhul |
merging #5292 |
08:28 |
ShadowBot |
https://github.com/minetest/minetest/issues/5292 -- Fix crash that can be caused by the shutdown command. by red-001 |
08:44 |
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09:05 |
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09:05 |
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09:29 |
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10:05 |
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11:16 |
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11:16 |
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11:46 |
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12:25 |
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12:38 |
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12:59 |
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13:37 |
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13:37 |
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14:03 |
presstabstart |
I just realized someone has made a similar PR to mine but the PR is almost a year old now and the person still hasn't fixed the problems in his PR apparently. Functionally both PRs do the same thing. Should I remove my PR or...? (his: #4127 mine: #5305) |
14:03 |
ShadowBot |
https://github.com/minetest/minetest/issues/4127 -- Avoid calling DiePlayer more than once by 4Evergreen4 |
14:03 |
ShadowBot |
https://github.com/minetest/minetest/issues/5305 -- Fix multiple death messages (#3565) by presstabstart |
14:05 |
Krock |
4127 would need a rebase anyway, so keep yours open |
14:06 |
Krock |
I think there's no variable needed to set the death status |
14:06 |
Krock |
since when the HP are 0, the player is dead anyway |
14:07 |
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14:07 |
presstabstart |
even if hp is 0, you still don't know if the death screen has been sent to the client |
14:08 |
Krock |
ah right, there's the problem with the HP change |
14:08 |
rubenwardy |
est31: I worked out the issue |
14:09 |
rubenwardy |
turns out that the joystick_controller code doesn't differentiate between different controllers |
14:09 |
presstabstart |
you could set hp to some impossible value on death but that's messy |
14:09 |
rubenwardy |
and for some reason my drivers were claiming I had 4 controllers connected |
14:10 |
rubenwardy |
therefore only one have valid info (num 0), the rest gave all 0s in buttons and axes |
14:46 |
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14:46 |
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14:51 |
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14:54 |
Fixer |
presstabstart: don't remove your pr, if it goes well, it will be accepted |
14:55 |
presstabstart |
ok |
15:03 |
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15:10 |
red-002 |
presstabstart, couldn't you just check if the player is already dead before applying damage? |
15:10 |
red-002 |
no need for an extra varaible |
15:15 |
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15:15 |
presstabstart |
problem was to do with the death screen continuously popping up. Even if you know the player's dead, you don't know if the death screen has already been shown. |
15:16 |
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15:16 |
red-002 |
I guess this isn't a bad way to solve that |
15:16 |
presstabstart |
maybe i should change the variable name to m_deathannounced, or would that cause more confusion. |
15:17 |
red-002 |
you could just have checked if hp - damage is less then or equal to zero and hp isn't zero |
15:17 |
presstabstart |
but here's the thing: hp can be 0 at time of death |
15:18 |
red-002 |
and then only after at check set the hp to zero |
15:18 |
red-002 |
that* |
15:19 |
red-002 |
nvm |
15:19 |
red-002 |
that's a bad idea |
15:19 |
red-002 |
lua can directly change the hp |
15:19 |
presstabstart |
you could potentially set the HP to a really small number (like minus max allowed value), but that's particularly messy and doesn't display why we need it. |
15:19 |
red-002 |
without the normal damage code being called |
15:58 |
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16:28 |
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16:58 |
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17:00 |
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17:22 |
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17:30 |
est31 |
rubenwardy: I see |
17:31 |
rubenwardy |
adding a check for ev.Joystick == 0 fixes it, but that's a hack (controller may not always be id=0) |
17:35 |
est31 |
yeah |
17:35 |
est31 |
the code has no plug + play support either |
17:35 |
est31 |
but thats an irrlicht problem |
17:35 |
est31 |
it cant really be fixed by us, unless we do joysticks ourselves |
17:35 |
est31 |
which is possible |
17:36 |
est31 |
and probably it would even make sense when we want to add force feedback for damage |
17:36 |
est31 |
(irrlicht has no force feedback either) |
17:36 |
est31 |
but its a big effort for those two little features |
17:43 |
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17:44 |
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17:49 |
rubenwardy |
I'm currently adding gamepad support to my SFML game, and the API is much nicer to use |
17:49 |
rubenwardy |
although it is very similar |
17:49 |
rubenwardy |
although still no autodetection of button numbers or device features |
18:01 |
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18:04 |
nerzhul |
red-001, thanks for your addition |
18:06 |
nerzhul |
red-001, i added a little comment and we can merge it as it's very trivial |
18:06 |
red-001 |
I not sure I understand your comment |
18:07 |
red-001 |
you mean that I should get the node inside the function that calles the lua code? |
18:07 |
red-001 |
calls* |
18:08 |
red-001 |
or that lua code can get the node? |
18:09 |
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18:09 |
nerzhul |
just inline your condition & the mapnode call which retrieve it :) |
18:11 |
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18:11 |
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18:20 |
Thomas-S |
Is this lightning bug here already known? https://cloud.githubusercontent.com/assets/7414098/23333659/52c0c716-fb8f-11e6-800c-5dc90c57c36f.png |
18:21 |
juhdanad |
Is that on a server? |
18:21 |
Thomas-S |
On my Time Travel Server |
18:21 |
Krock |
Thomas-S, the black font after death/respawn? |
18:21 |
juhdanad |
And which version do you use? |
18:22 |
Thomas-S |
The latest git |
18:22 |
Krock |
nvm, apparently it's supposed to be black |
18:23 |
juhdanad |
Thomas-S is that a newly generated area? |
18:23 |
Thomas-S |
No, it isn't |
18:23 |
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18:24 |
juhdanad |
Well, AFAIK vanilla minetest does not make such shadows... |
18:24 |
Thomas-S |
/mapfix helps to solve this issue |
18:26 |
juhdanad |
And how do you reproduce these shadows? |
18:27 |
Thomas-S |
I don't know, how they can be reproduced. I only noticed them, and wondered if they are already reported because they seem to be quite new |
18:30 |
juhdanad |
If you notice such shadows in a newly generated area or if you can reproduce them, then it definitely worth a bug report. This is similar to #3421. |
18:30 |
ShadowBot |
https://github.com/minetest/minetest/issues/3421 -- L-system lighting bug |
18:31 |
Fixer |
l-system one is fixed by another PR which is not merged yet |
18:31 |
Fixer |
pr#4967 |
18:31 |
juhdanad |
Fixer: wait, there is a bug in that PR too... |
18:31 |
Fixer |
oh |
18:31 |
Fixer |
i'm still looking forward for it |
18:32 |
Thomas-S |
This one is also reported already? https://cloud.githubusercontent.com/assets/7414098/23333738/1c45dd64-fb91-11e6-95e5-7ad27952a57a.png |
18:34 |
juhdanad |
The command 'mapfix' uses the c++ function Map::update_lighting(), which has bugs if there is water in the area. |
18:35 |
juhdanad |
I suppose that on your previous picture you used mapfix. |
18:35 |
Thomas-S |
On the previous picture, mapfix solved the grid pattern. |
18:36 |
Thomas-S |
Regarding the second picture: In general it seems like new areas show the dark behaviour, whereas old ones show the bright behaviour. |
18:37 |
juhdanad |
Thomas-S: yes, freshly generated water is brighter than the one that mapfix does; this is a bug. |
18:38 |
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18:38 |
tenplus1 |
hi folks |
18:38 |
Thomas-S |
Ok. Thanks for your help! And in general: Thank you very much for your efforts to improve lightning! |
18:38 |
tenplus1 |
Q. why does get_look_yaw() and get_look_horizontal() return different values ??? isnt the latter meant to replace the 1st ??? |
18:40 |
Thomas-S |
If I remember correctly, get_look_yaw() was buggy and returned unlogical values. get_look_horizontal() was meant as an incompatible improvement. |
18:41 |
tenplus1 |
dammit, so if I use the new function I gotta change code which would be incompatible with 0.4.14 |
18:42 |
juhdanad |
tenplus1: what about "local myfunction = minetest.get_look_horizontal or minetest.get_look_yaw"? |
18:43 |
tenplus1 |
no good if they return different values |
18:44 |
juhdanad |
Oh, sorry... |
18:44 |
tenplus1 |
one would work for rotation of an entity where the other would mess it up |
18:44 |
tenplus1 |
but it's a good idea |
19:00 |
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19:02 |
Fixer |
Thomas-S: try mapfix on new world, old one may have incorrect lighting by 1? |
19:03 |
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19:03 |
Thomas-S |
On a new world, the water is generated bright, /mapfix makes it dark. |
19:04 |
Thomas-S |
If I remember correctly, the same bug appeared in a snowy biome last week. |
19:19 |
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20:00 |
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